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https://github.com/Mr-Wiseguy/Zelda64Recomp.git
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mouse-active/inactive ui modes + focus handling
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@ -5,7 +5,7 @@
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color: $color-text-dim;
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border-color: rgba($base-col, 0.8);
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&:focus {
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&:focus, &:hover {
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color: $color-text;
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border-color: $base-col;
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background-color: rgba($base-col, 0.3);
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@ -115,7 +115,8 @@
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}
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}
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&:focus + .config-option__tab-label {
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&:focus + .config-option__tab-label,
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&:hover + .config-option__tab-label {
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color: $color-text;
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}
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}
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@ -37,12 +37,8 @@
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}
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}
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&:hover {
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&:focus, &:hover {
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cursor: pointer;
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opacity: 1;
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}
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&:focus {
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color: $color-text;
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opacity: 1;
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}
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@ -12,10 +12,6 @@ body
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box-sizing: border-box;
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color: $color-text;
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font-family: $font-stack;
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&[disable-mouse] {
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pointer-events: none;
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}
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}
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.rmlui-window {
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@ -26,6 +22,10 @@ body
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opacity: 0;
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transition: none;
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}
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&:not([mouse-active]) {
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pointer-events: none;
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}
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}
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*, *:before, *:after {
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@ -27,6 +27,7 @@
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padding: space(12) space(4);
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background-color: rgba(0, 0, 0, 0);
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&:focus:not(:disabled, [disabled]),
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&:focus-visible:not(:disabled, [disabled]),
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&:hover:not(:disabled, [disabled]) {
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@include set-color($color-text);
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@ -116,11 +117,7 @@
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background-color: $color-white-a5;
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cursor: pointer;
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&:hover:not(:focus) {
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@include border($color-white-a80);
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}
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&:hover:focus, &:focus {
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&:hover, &:focus {
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@include border($color-white-a80);
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background-color: $color-white-a20;
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}
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@ -770,6 +770,8 @@ struct UIContext {
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std::unordered_map<recomp::Menu, Rml::ElementDocument*> documents;
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Rml::ElementDocument* current_document;
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Rml::Element* prev_focused;
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bool mouse_is_active = true;
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bool mouse_is_active_changed = false;
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public:
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std::unique_ptr<SystemInterface_SDL> system_interface;
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std::unique_ptr<RmlRenderInterface_RT64> render_interface;
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@ -862,43 +864,73 @@ struct UIContext {
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}
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}
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void update_primary_input(bool mouse_moved, bool non_mouse_interacted) {
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if (current_document == nullptr) {
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return;
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}
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mouse_is_active_changed = false;
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if (non_mouse_interacted) {
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// controller newly interacted with
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if (mouse_is_active) {
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mouse_is_active = false;
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mouse_is_active_changed = true;
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}
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}
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else if (mouse_moved) {
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// mouse newly interacted with
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if (!mouse_is_active) {
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mouse_is_active = true;
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mouse_is_active_changed = true;
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}
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}
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// TODO: Figure out why this only works if the mouse is moving
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SDL_ShowCursor(mouse_is_active ? SDL_ENABLE : SDL_DISABLE);
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Rml::Element* window_el = current_document->GetElementById("window");
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if (window_el != nullptr) {
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if (mouse_is_active) {
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if (!window_el->HasAttribute("mouse-active")) {
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window_el->SetAttribute("mouse-active", true);
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}
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}
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else if (window_el->HasAttribute("mouse-active")) {
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window_el->RemoveAttribute("mouse-active");
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}
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}
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}
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void update_focus(bool mouse_moved) {
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if (current_document == nullptr) {
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return;
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}
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Rml::Element* focused = current_document->GetFocusLeafNode();
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// If there was mouse motion, get the current hovered element (or its target if it points to one) and focus that if applicable.
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if (mouse_moved) {
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if (mouse_is_active) {
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if (mouse_is_active_changed) {
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Rml::Element* focused = current_document->GetFocusLeafNode();
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if (focused) focused->Blur();
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} else if (mouse_moved) {
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Rml::Element* hovered = context->GetHoverElement();
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if (hovered) {
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Rml::Element* hover_target = get_target(current_document, hovered);
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if (hover_target && can_focus(hover_target)) {
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hover_target->Focus();
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// hover_target->Focus();
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prev_focused = hover_target;
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}
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}
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}
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}
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// Revert focus to the previous element if focused on anything without a tab index.
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// This should prevent the user from losing focus on something that has no navigation.
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if (focused && !can_focus(focused)) {
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// If the previously focused element is still accepting focus, return focus to it.
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if (prev_focused && can_focus(prev_focused)) {
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if (!mouse_is_active) {
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if (!prev_focused) {
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// get current focus and set to prev
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prev_focused = current_document->GetFocusLeafNode();
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}
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if (mouse_is_active_changed && prev_focused && can_focus(prev_focused)) {
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prev_focused->Focus();
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}
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// Otherwise, check if the currently focused element has a "nav-return" attribute and focus that attribute's value if so.
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else {
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Rml::Variant* nav_return = focused->GetAttribute("nav-return");
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if (nav_return && nav_return->GetType() == Rml::Variant::STRING) {
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Rml::Element* return_element = current_document->GetElementById(nav_return->Get<std::string>());
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if (return_element) {
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return_element->Focus();
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}
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}
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}
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}
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else {
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prev_focused = current_document->GetFocusLeafNode();
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}
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}
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@ -1037,6 +1069,7 @@ void draw_hook(RT64::RenderCommandList* command_list, RT64::RenderFramebuffer* s
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SDL_Event cur_event{};
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bool mouse_moved = false;
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bool non_mouse_interacted = false;
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while (recomp::try_deque_event(cur_event)) {
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// Scale coordinates for mouse and window events based on the UI scale
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@ -1066,14 +1099,28 @@ void draw_hook(RT64::RenderCommandList* command_list, RT64::RenderFramebuffer* s
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// Send events to RmlUi if a menu is open.
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if (cur_menu != recomp::Menu::None) {
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RmlSDL::InputEventHandler(ui_context->rml.context, cur_event);
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// Implement some additional behavior for specific events on top of what RmlUi normally does with them.
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switch (cur_event.type) {
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case SDL_EventType::SDL_MOUSEMOTION:
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mouse_moved = true;
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break;
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case SDL_EventType::SDL_CONTROLLERBUTTONDOWN:
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case SDL_EventType::SDL_KEYDOWN:
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non_mouse_interacted = true;
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break;
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case SDL_EventType::SDL_CONTROLLERAXISMOTION:
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SDL_ControllerAxisEvent* axis_event = &cur_event.caxis;
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float axis_value = axis_event->value * (1 / 32768.0f);
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if (fabsf(axis_value) > 0.2f) {
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non_mouse_interacted = true;
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}
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break;
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}
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RmlSDL::InputEventHandler(ui_context->rml.context, cur_event);
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}
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// If no menu is open and the game has been started and either the escape key or select button are pressed, open the config menu.
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if (cur_menu == recomp::Menu::None && ultramodern::is_game_started()) {
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bool open_config = false;
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@ -1104,6 +1151,7 @@ void draw_hook(RT64::RenderCommandList* command_list, RT64::RenderFramebuffer* s
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recomp::finish_scanning_input(scanned_field);
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}
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ui_context->rml.update_primary_input(mouse_moved, non_mouse_interacted);
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ui_context->rml.update_focus(mouse_moved);
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if (cur_menu != recomp::Menu::None) {
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